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Project Galileo is a 20 page one-shot, self-contained scenario that deals with space-archaeology horror in a way that might remind people of Alien, Martian Gothic, or Set Discrepancy.

It's written for Trophy, but the rules you need to play are included in the PDF, so it feels pretty fair to also call Galileo a standalone game. No prior knowledge of Trophy is required, and it makes a solid introduction to the engine.

To quickly summarize the engine, you can have uncomplicated successes, but you mostly succeed with a complication. You can't win fights against monsters if you try to kill them, but you can win fights to hold off monsters or accomplish some other objective in the meantime. There's a sanity mechanic called Ruin, which you can accumulate to boost your rolls, and which you can decrease by sabotaging your party's efforts.

It's cool and flavorful and focused on discovery horror---you're not likely to be destroyed unless you choose to be, or until you've gotten to the end of the adventure.

Story-wise, in Galileo you play as a group of scientists exploring a newly-discovered non-human site. The site begins to wake up as you explore it, ultimately leading to a confrontation at the center.

The focus here is very much on atmosphere. If you skip over it, you'll end up with a very flat, non-scary feeling game. If you lean into it, you'll get a ton of mileage out of talking about the silence and the way flashlight beams play over the surroundings.

The monster(s) itself didn't strike me as scary at all, but the set-up sells it.

Overall, I would recommend Galileo to anyone who likes slow-burn horror, with mechanical crunch present but not running the show. Also, if you're in the market for a spooky, atmospheric one-shot or convention game, this is a strong candidate for an impulse-purchase.


Minor Issues:

-Page 8, "blur of small, white creature" a small